Does the interviewer take the designer's cock out his mouth at any time during the interview?
I only managed to read the first few pages, then I had enough of the fawning, adulating questions like "How did you manage to make this game
so awesome, when other games currently on the market are so much worse? Is it because you are so incredibly innovative, because you had so many great ideas, or is it just because this game cures cancer by being in the same room with it?"
I
played Far Cry 2, and apart from pointing everyone I know at the
Zero Punctuation review of the game, I have a whole litany of criticisms and bad design choices:
- Your character is sick. No, that's not "sick" as in "phat", "sick" as in "has a medical condition that will not allow him to jog for more than 20 meters without collapsing". In a game that spans several in-game square kilometers that makes walking on foot from one place to another a torturous exercise; but hey, there are vehicles, aren't there?
- The vehicles suck. They are usually about as bullet-resistant as wet kleenex and have about as much durability; on the other hand they explode into giant fireballs when their lifebar is depleted. Which is incredibly realistic. Because vehicles always do that in real life.
But it wouldn't be so bad if at least not EVERY FUCKING PERSON ON THE WHOLE PLANET hated your guts and went into murderous overdrive each time they caught sight of a pixel of you; which brings me to the enemies. - The enemies are incredibly annoying. And I know that a FPS needs enemies that harass the player, and I can accept that - but here it is getting ridiculous. Every time you pass through the dense, dimly-lit jungle and any of the faction catches sight of you they will catch your scent AND THEY WILL NOT LET UP UNTIL YOU HAVE GUNNED EVERY LAST FUCKING ONE OF THEM DOWN! I mean, seriously, let's talk realism, since that seems to be the great selling point: imagine you're a member of the Imaginistani Militia, posted in the deep forest, told to keep an eye out for your mortal enemy, the Imaginistani Rangers. You spy a single person creeping through the jungle, trying to bypass your guard post without being noticed. So now you sound a general alarm, alert every patrol in a two-mile-radius, call in reinforcements on the radio, tag that creeping guy with a giant "please shoot me" neon sign, grab your wapon and go with every other person in that outpost on a single-minded suicide mission trying to KILL THAT ONE GUY whatever the cost, leaving the guard post... unguarded? Does that sound realistic?
- But there is worse stuff. Much, much worse. For one thing, there is the map system. Instead of using an (unrealistic, game-y) map on some techno gizmo or overlaid on the screen in a corner, this game's hero has a... *drumroll* clipboard. Yep, a clipboard. With a magical printed map on it which scrolls as you move and has little symbols for the enemies! (Oh, and those little arrows sometimes wander over the fingers of your guy holding the map. Quality Programming!)
And because the clipboard is opaque you have a situation not unlike the latest Doom game: you can either see what you're shooting at or where you're going, but not both. Not to mention that, as soon as you use the ineffectual "sprint" mode, the character moves his arms at his sides and takes the map out of the viewfield, making it impossible to see where exactly you are trying to sprint to! Man, I can't tell you how often I had looked at automaps or HUDs in other games and thought how they were much too convenient and useful!
This game sucks, and the designer should IMHO spend as least five of the six pages of an interview apologizing for that giant piece of crap that is Far Cry 2...